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Analysis by ZeShado
Duma - God of Strength

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
174
HP 48
ATK 40
SPD 21
DEF 34
RES 31

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 23 9 5 7 6
Middle 24 10 6 8 7
High 25 11 7 9 8

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 45 37 18 31 28
Middle 48 40 21 34 31
High 51 44 24 37 34

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

Skill Sets

I Can’t Think of a Title So Just Pretend This is the Most Clever Thing Ever (Vantage)

Build by ZeShado
Recommended
Fell Breath (+Eff) A Distant Storm
Alternate: Fury 4
Positional Assist B Vantage 3
Alternate: Bold Fighter 3
Glimmer
Alternate: Draconic Aura
C Upheaval+
Alternate: A/R Far Save 3
IVs

+ATK / -SPD

SBrazen Atk/Res 3
Alternate: Steady Breath

Show Explanation/Analysis

Weapon: Fell Breath (+Eff)

Assist: Positional Assist

Special: Glimmer / Draconic Aura

A Passive: Distant Storm / Distant Counter / Fury 4

B Passive: Vantage / Bold Fighter / Wings of Mercy

C Passive: Upheaval+ / A/R Far Save / A/D Far Save / A/R Near Save / A/D Near Save

Sacred Seal: Brazen Atk/Res / Brazen Atk/Def / Steady Breath / Deflect Magic / Deflect Missile / Deflect Melee

  • Fell Breath is a fantastic combative upgrade since it now allows Duma to output a significant amount more damage as well as take hits when needed. This means that he can run a relatively reliable Distant Counter Vantage set since he has the ability to set it up.
     
  • Any low-cooldown Special will work for Duma if running a Distant Counter Vantage set since he’ll have the ability to trigger it more often. However, if you plan to keep Bold Fighter, a three-cooldown Special such as Draconic Aura will work well.
     
  • A Distant-Countering A skill will do wonders for Duma since he’ll be able to set up Vantage against Ranged foes and be much more difficult to take down without some sort of Firesweep effect. He can always keep Fury 4 on budget since that can knock him down below 75% HP but considering his bulk isn’t the greatest as is, and he gets damage Reduction from his PRF, he should be able to manage without it.
     
  • Vantage with Distant Counter will be the go-to since it’ll allow him to attack first and potentially OHKO incoming attacks. You could also keep his innate Bold Fighter if you’d like but it may be difficult to get to the enemy since he only has one move. That being said, he can run Wings of Mercy if you want to get the jump on the foe every so often.
     
  • Upheaval+ is quite nice for setting up Duma’s PRF and can come in handy when attempting to take down foes since it neutralizes their bonuses. That being said, you could also run a Save skill to not only protect allies but to also gain additional Atk as well as prevent incoming snipes. Moreover, his PRF can still activate if he has more visible Atk than the foe, so it’s not mandatory per se. Even so, it doesn’t hurt to try either but considering that Duma’s main gimmick is Upheaval+, it may be worth keeping around.
     
  • Any Sacred Seal that increases his overall Atk stat will do well for Duma, especially when paired with Vantage. Although, Steady Breath can come in handy if you want to trigger two-cooldown Specials either on retaliation or on every second Vantage hit. That being said, it couldn’t hurt to run a Deflect for setup purposes since it’s entirely possible that he gets 2HKO’d.

Elimine Vibe Check (Res Stack)

Build by ZeShado
Fell Breath (+Eff)
Alternate: Lightning Breath+ (+Res)
A Fury 4
Alternate: Fort. Def/Res 3
Positional Assist B Vantage 3
Alternate: Bold Fighter 3
Glimmer
Alternate: Iceberg
C Upheaval+
IVs

+RES / -SPD

SPhantom Res 3

Show Explanation/Analysis

Weapon: Fell Breath (+Eff) / Lightning Breath+ (+Res)

Assist: Positional Assist

Special: Glimmer / Iceberg

A Passive: Fury 4 / Fort. Def/Res 3 / Fortress Res

B Passive: Vantage / Bold Fighter

C Passive: Upheaval+

Sacred Seal: Phantom Res

  • The idea with this set is to stack as much Res as possible so that Duma can get his Upheaval+ off. There’s not really much he needs in his kit beyond skills that increase his Res stat. As such, you can swap out his PRF for Lightning Breath+ and Res-refine it as that’ll grant him +4 to his visible Res. You could also Res-refine Fell Breath, but I highly don’t recommend that simply for resource purposes.
     
  • Duma’s Special won’t really matter much with this set since the idea is to simply get Upheaval+ off and nothing more. Although, he can go with Glimmer if you decide to keep Fury 4 or Iceberg if he ends up initiating combat with Bold Fighter equipped.
     
  • Any A Passive that increases his visible Res will work best for him. His innate Fury 4 is a solid option since it grants +4 to his visible Res, but if you want something that grants more, he can go with Fort. Def/Res for an upward total of +6 Res or Fortress Res on budget for +5 Res.
     
  • Duma’s B Passive won’t really affect his overall performance with Upheaval+ checks since it triggers turn one. As such, anything can work, but you could always run Vantage with Fury 4 or keep Bold Fighter if running Iceberg.
     
  • Phantom Res will be the best Sacred Seal for Duma in this set since it grants +10 to his Res checks against Elimine. Stacking visible can go awry since it’s entirely possible that he gets hit with a Chill Res debuff.

Strengths

Fell Breath

    Fell Breath still maintains its Wary effect from the base effect but is now much more flexible as Duma can still activate it if he has more visible Atk than the foe, which shouldn’t be too difficult since his base Atk is high to begin with, especially when taking his 19 MT PRF into account. However, that’s not the end of its effects. Duma also receives +5 Atk and inflicts -5 Atk, gets 30% Damage Reduction on the foes’ first attack, and gains a dual-phase Atk boost based on how much more Atk he has over the foes’ Res as long as he either initiates combat or is within two spaces of an ally. This not only makes his longevity much greater but also allows him to output a significant amount of damage to the point where he may even one-shot a lot of foes.

Upheaval+

    Upheaval+ is a complete upgrade from his original Upheaval as now the damage is increased to 10 and no longer requires Duma to be in the same lane as a structure to break it. Essentially, Upheaval+ will target the nearest “breakable” structure meaning that it will ignore structures such as Escape Ladders and the Fortress. This makes Duma much more reliable, and depending on the lane you slot him in, he can potentially break up to two structures. Upheaval+ also has a combative effect that ignores any visible buffs the foe may have as long as Duma has more visible Atk than them or if their HP is below 100%.

High Attack

    He sure isn’t the God of Strength for nothing as he starts out with a base Atk stat of 40, has a super boon, and if all of his conditions are met on his PRF, he can gain an additional 11 more Atk before taking the extra 30% Atk bonus he gets based on how much more Atk he has over the foes’ Res stat.

Weaknesses

Counters Aplenty

    Despite the upgrades that Duma received, he is still rather prone to many things in Astra season. For starters, there are the Astra Mythics:

  • Elimine who can completely negate the effects of Upheaval+ with False Start
  • Naga who can provide Dragon Effectiveness to everyone and shred through his bulk
  • Thorr who has Armor Effectiveness and massive Atk 

    Those alone can prove to be troublesome for Duma as the 30% Damage Reduction he receives from his weapon, as well as the Atk penalties he inflicts on the foe, may not be enough to survive one hit. There are also other effects that can prove to be an issue for Duma such as:

  • Brave Attacks as he only gets Damage Reduction on the first hit (Unless he runs a Deflect)
  • Guaranteed Follow-Ups to bypass his Wary effect
  • Healing
  • Having more visible Atk
  • Damage Reduction

Weapon Skills

Weapons SP Rng. Mt.
Fire Breath
Only inheritable by Dragon units.
50 1 6
Fire Breath+
Only inheritable by Dragon units.
100 1 8
Flametongue
Only inheritable by Dragon units.
200 1 11
Fell Breath

Grants Atk+3. At the start of combat, if foe's HP < 100%, grants Atk/Res+6 during combat and foe cannot make a follow-up attack. If foe's Range = 2, calculates damage using the lower of foe's Def or Res.

Learns by default at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Dragon Gaze

Boosts damage by 30% of unit's Atk.

Learns by default at 5 ★
Non-inheritable by Staff-wielding units.
100 4
Draconic Aura

Boosts damage by 30% of unit's Atk.

Unlocks at 5 ★
Non-inheritable by Staff-wielding units.
200 3

Passive Skills

Passive Skills SP Slot
Def/Res Solo 1

If unit is not adjacent to an ally, grants\nDef/Res+2 during combat.

Inheritable by all units.
60
A
Def/Res Solo 2

If unit is not adjacent to an ally, grants\nDef/Res+4 during combat.

Inheritable by all units.
120
A
Def/Res Solo 3

If unit is not adjacent to an ally, grants Def/Res+6 during combat.

Inheritable by all units.
Unlocks at 5 ★
240
A
Bold Fighter 1

If unit's HP = 100% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

Only inheritable by armor units.
60
B
Bold Fighter 2

If unit's HP ≥ 50% and unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

Only inheritable by armor units.
120
B
Bold Fighter 3

If unit initiates combat, grants Special cooldown charge +1 per unit's attack, and unit makes a guaranteed follow-up attack. (Does not stack.)

Only inheritable by armor units.
Unlocks at 5 ★
240
B
Upheaval

At the start of turn 1, deals 7 damage to all foes, and if defending in Aether Raids during anima season, destroys offensive structure within same column as unit. (Does not affect structures that cannot be destroyed.)

Non-Inheritable skill.
Unlocks at 5 ★
300
C
Upheaval+

At the start of turn 1, deals 10 damage to all foes, and if defending in Aether Raids during Anima season, destroys nearest offensive structure. (Does not affect structures that cannot be destroyed.) At start of combat, if unit's Atk > foe's Atk, or if foe's HP < 100%, neutralizes foe's bonuses (from skills like Fortify, Rally, etc.) during combat.

Non-Inheritable skill.
Unlocks at 5 ★
300
C

Other Info

Origin
Fire Emblem Echoes
Fire Emblem Heroes

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